Doom rogue-like dev log day 2
Sorry for the late dev log, some personal stuff came up and had me occupied. So far I've just been coding player movement, it's important I get the feel right for this as I really want it to feel like og doom and not a watered down version of it. I even played some of it using chocolate doom, a doom source port dedicated to be as accurate to the original release of the game as possible. Some take aways they I bet some people who have only seen gameplay of it and not actually played it
1. You can hold down both forward and strafe at the same time to go faster (this is usually caused by the developers not normalizing the input vector before multiplying it by the speed of the player, which checks out as doom handles the players movement on the x and y axis separately)
2. Once you start falling from a height, you have no control as to where you go after that, any velocity you had beforehand will determine you're landing location
3. There is definitely ground friction but I'm still unsure if there is acceleration and it's just super fast or if the player just jumps up to whatever their movement speed is
4. Doom is still fun af :3
So I'll have to replicate these things but also gives ideas for potential items or upgrades, like one that gives the player air control, maybe at the cost of the faster strafe movement. Perhaps one that reduces ground friction.